I do have a question, what are the implications of picking GTX 960 or GTX 1060 as min spec for GPU on PC (or AMD equivalent). Nanite requires Maxwell (900 series or higher) but are there other UE5 features apart from raytracing (RTX 2xxx) which would not be supported?
neither the 960 nor the 1060 support hardware accelerated nanite. they don’t have mesh shader support. they run emulation shaders. and the performane has been proven to be slow. the first generation that has support for hardware mesh shaders is the turing architecture, aka the 16X0 series. it’s the rx6000 series on the amd side of things.
raytracing is obviously only available on 20+ series and rx6000+ gpus.
to note: in this low end spectrum of hardware capabilities the vram can become a limiting factor too.
edit: tested a package tp template build. without nanite and using software lumen at epic settings. i have 6GB available which the engine will use, but generally the template runs at ~2.2 GB in dx12 and ~2.1 GB in dx11.
the 960 has a 2 and 4 GB variant. 2GB being the minimum to get default engine ressources running. 3-4GB being the bare minimum to get lumen software raytracing enough room to work with and still have room for game content.
the 1060 comes in 3GB and 6GB variants. the 3GB may have unstable performance or, in an actual game it may stream alot of textures in and out of the texture memory pool. the 6GB variant should be able to handle it and have room left for actual game content.